/*
 * Copyright (C) 2016+     AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
 * Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 */

#ifndef ACORE_COMBATAI_H
#define ACORE_COMBATAI_H

#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

class Creature;

class AggressorAI : public CreatureAI
{
public:
    explicit AggressorAI(Creature* c) : CreatureAI(c) {}

    void UpdateAI(uint32);
    static int Permissible(const Creature*);
};

typedef std::vector<uint32> SpellVct;

class CombatAI : public CreatureAI
{
public:
    explicit CombatAI(Creature* c) : CreatureAI(c) {}

    void InitializeAI();
    void Reset();
    void EnterCombat(Unit* who);
    void JustDied(Unit* killer);
    void UpdateAI(uint32 diff);

    static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }

protected:
    EventMap events;
    SpellVct spells;
};

class CasterAI : public CombatAI
{
public:
    explicit CasterAI(Creature* c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
    void InitializeAI();
    void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
    void UpdateAI(uint32 diff);
    void EnterCombat(Unit* /*who*/);
private:
    float m_attackDist;
};

struct ArcherAI : public CreatureAI
{
public:
    explicit ArcherAI(Creature* c);
    void AttackStart(Unit* who);
    void UpdateAI(uint32 diff);


    static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }

protected:
    float m_minRange;
};

struct TurretAI : public CreatureAI
{
public:
    explicit TurretAI(Creature* c);
    bool CanAIAttack(const Unit* who) const;
    void AttackStart(Unit* who);
    void UpdateAI(uint32 diff);

    static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }

protected:
    float m_minRange;
};

#define VEHICLE_CONDITION_CHECK_TIME 1000
#define VEHICLE_DISMISS_TIME 5000
struct VehicleAI : public CreatureAI
{
public:
    explicit VehicleAI(Creature* creature);

    void UpdateAI(uint32 diff);
    void MoveInLineOfSight(Unit*) {}
    void AttackStart(Unit*) {}
    void OnCharmed(bool apply);

    static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }

private:
    void LoadConditions();
    void CheckConditions(uint32 diff);
    ConditionList conditions;
    uint32 m_ConditionsTimer;
    bool m_DoDismiss;
    uint32 m_DismissTimer;
};

#endif
